Kerbal Space Program - Offizieller Thread [1.0 RELEASE]

Dieses Thema im Forum "Spieleforum" wurde erstellt von The Fragile, 21. März 2013.

  1. Sir Hurl Moderator

    Sir Hurl
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    Ich schaue mir das mal an. Danke. :-)
     
    Ingo311 gefällt das.
  2. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    1.10.1 Patch
    1.10.1 Changelog - BaseGame ONLY (see below for Making History and Breaking Ground changelog)
    +++ Improvements
    * Fairings now get rebuilt when changing the number of sides in the PAW.
    +++ Localization
    * Fix issue with Italian translation of drill action.
    * Fix grammar error in MPO part description.
    * Add missing localization on the ESA Collaboration mission pack.
    * Several ESA-related vocabulary improvements in multiple languages.
    * Fix localization tags appearing in debug console/log when playing ESA missions without Making History DLC installed.
    +++ Bugfixes
    * Fix players of ESA missions being able to access the VAB and SPH.
    * Fix invalid attachment references in flag parts when attached/detached/reattached in VAB/SPH.
    * Fix spawn probabilities for comet types.
    * Fix issues when contract expires that was regarding a comet that expires.
    * Make opaque flag parts actually opaque when not placed over other parts.
    * Fix Mk2 Lander cans open door action being missing.
    * Fix crew icons update when changing suits with the suit picker.
    * Fix broken merge button on craft load dialog.
    * Fixed missing spacing in ESA Bepi short mission dialog message.
    * Fixed overlapping buttons in main menu.
    * Attaching a single flag on the fairings now updates the editing capabilities on the fairing's PAW in the VAB and SPH.
    * Fix bug where comet sample contracts were not updated if a comet was renamed.
    * Fix mirror symmetry when using rotate and move tool. Same as we fixed it for placement tool.
    * The magnetometer now weighs 50 kg.
    * Fix Thrust Alignment on Poodle.
    * Fix deployable panels and antennas no longer breaking from air pressure.
    * Fix reentry VFX not showing when large comets hit celestial body atmospheres.
    * Fix radial drill not working on comets.
    * Fix KSPedia page Aircraft/Basics breaking in every language except Portuguese/Brazilian.
    +++ Mods
    * Fix ModuleProceduralFairing to allow mod override of base transform name and null check.
    * Add file path to SelectConfigNodeCallback which is called when a craft file is selected from the CraftBrowserDialog in the VAB/SPH.
    * Fix callback to OnFileSelectedCallback from the CraftBrowserDialog in the VAB/SPH.
    * Fix loading of mod Fonts.
    =================================== Making History 1.10.1 ===================================
    +++ Localization
    * Fix typo in "Show map node" option in some nodes in Mission Builder.
    +++ Bugfixes
    * Werner character not showing up in mission dialogue boxes.
    * Fix description of comet class localization bug.
    * Fix engine plate parts drag settings.
    * Fix Sally Hut 1 - space station disappears during mission.
    * Fix To the Mun via Minmus - mission stalls trying to get to the Mun.
    * Fix Dawn of the Space Age - mission stalls at Jebnik 1 Reach Altitude 1 node.
    * Fix Meet Me in Zero G - Atlas Agena is not present when launching Gemini 8.
    =================================== Breaking Ground 1.5.1 ===================================
    +++ Bugfixes
    * Fix unmotorized hinges returning to their build angle when locked in flight mode.
     
  3. Mech_Donald

    Mech_Donald
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    Ingo311 und fleischerfaust gefällt das.
  4. Milione Zombie-Schlächter

    Milione
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  5. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    Oh je.

    Zumindest früh eingeplant anstatt als last Minute versuch was zu reparieren.
     
  6. Mech_Donald

    Mech_Donald
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  7. fleischerfaust

    fleischerfaust
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    3. August 2011
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    Gab es im letzten Jahr eigentlich große Änderungen am Spiel?

    Kollege und ich haben über Discord-Stream immer "zusammen gespielt" und überlegen nochmal ne runde zu starten
     
  8. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    Patch 1.11 ist in der Entwicklung

    Die Monde von Jool bekommen eine Frischzellenkur
    https://www.youtube.com/watch?v=FxElVB_JfCk
    https://www.youtube.com/watch?v=NvhyeTeuHhc
    https://www.youtube.com/watch?v=jZx8R-mBWL8

    Es gibt neue Lichter (Bauteile)
    [​IMG]

    Und neues RCS
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    QoL Verbesserungen beinhalten
    - Warp to Sunrise
    - Neue Kartenfilder
    - Dinge können am Boden verankert werden
    - KAL (Breaking Ground) wird verbessert

    Zu Kerbal 2: Das neue Aussehen der Kerbals
    https://www.kerbalspaceprogram.com/dev-diaries/developer-insights-6-kerbals-the-first-new-look/
    [​IMG] [​IMG]

    [​IMG] [​IMG]

    [​IMG]
    [​IMG]
     
  9. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    areaS-4 und Ingo311 gefällt das.
  10. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    1.11 ist draußen. Highlight ist das man auch im Feld Dinge bauen kann.
    https://www.youtube.com/watch?v=D3WXW7kwCyI
    Hello everyone!

    Gear up Kerbonauts, engineers are required for some in situ reassembling! Stack up your inventory with parts and tools in order to prepare for any contingencies. With a reimagining of the game’s inventory system and the introduction of a new EVA construction mode, KSP is here with new content for everyone!

    Kerbal Space Program 1.11: Some Reassembly Required is the game’s latest major free update and with it, we’re adding some significant and game changing elements that give players added flexibility and a more immersive KSP experience. Pack an inventory for your missions and modify your crafts or even assemble a new vehicle on the spot with the help of your engineers, or bring an EVA Science Experiment Kit and have your Kerbals undertake fun animated experiments. In addition to some new parts, visual enhancements, and some bug-fixing, Some Reassembly Required continues to enrich the KSP experience.

    Let’s go through some of the update’s highlights below:

    EVA Construction Mode

    This mode gives your engineers tools similar to what you find in the VAB/SPH to manipulate parts in their inventory or within their range while on EVA in any location. Need to make some adjustments to your Vallerian SSTO, or build an improvised Munar rover in situ? Now you can!
    [​IMG]
    Inventory System Changes
    This update expands upon the inventory system and gives it deeper meaning and functionality! These changes include the option to carry and stack various parts in your craft’s inventory and adds to the ability of Kerbals to carry an inventory of their own. All while making it easier to get access to and manage all of the inventories on a craft. Just remember to think wisely on what you want to bring with you on a mission…
    [​IMG]

    New Lights and RCSs

    Some Reassembly Required adds new lights parts to the game, including some smaller, physics-less lights as well as a couple of deployable lights that work without the need for an attached craft or EC power source. And not only that, two new smaller Reaction Control Systems are being added to the part repertoire! These smaller RCS are perfect to make your probes, drones or smaller crafts more mobile and versatile.
    [​IMG]

    Joolian Moons’ Visual Improvements

    With this update, we will continue with the overhauling of the rest of the Joolian satellite system with Bop, Vall and Tylo. These moons have been popular destinations for intrepid space explorers and now they will look better than ever before, with high-quality texture and graphic shaders.
    [​IMG]

    [​IMG]

    [​IMG]


    And more!

    To learn more you can read the full Changelog here:
    =================================== v1.11.0 ============================================================
    +++ Improvements
    * Improve version checking for save files to prevent incorrect compatability messages.
    * Added game setting to enable Ghosted Navigation Markers. These let you see targets behind you by presenting a faded marker on the navball as if you are looking through the navball.
    * Text in action group labels now moves if truncated so the text can be fully read.
    * A notification is displayed on the Fairings PAW when it has a flag attached and the sides and edit Fairing options are blocked.
    * Robotic Controllers like KAL can now be accessed by EVA Kerbals to Play and Stop the Sequence.
    * Revamped Vall! It now has a low, medium and high quality shaders as well as a new scaled space textures.
    * Revamped Tylo! It now has a low, medium and high quality shaders as well as a new scaled space textures.
    * Revamped Bop! It now has a low, medium and high quality shaders as well as a new scaled space textures.
    * Launchclamps will now default to the earliest stage on a craft.
    * Added a speed slider to the Axis Groups Binding so players can control how fast a binding will move. The value shown is in % of full axis range per second.
    * Expanded on the Warp to Sunrise button functionality. It's now available in flight and Tracking Station whenever it makes sense.
    * Added onscreen tab to Map Filters panel to make it more obvious and changed the behaviour to be click to toggle like the navball tab.
    * Implemented Menu Navigation on the Action Groups in Flight.
    * Added new Color Picker for the Kerbal Light Color during Flight.
    * Parts of the same type and variant can now be stacked in a single inventory slot. Each part has a maximum allowed stack amount.
    * Change PPD-10 Hitchhiker and Mk3 Passenger Module mass to align with passenger/mass ratio of Mk1 Crew cabin.
    * Change PPD-12 Cupola Cost and Mass to align with cost/mass ratio of Mk1 Capsule.
    * Change Mk2 Crew Cabin mass to incorporate wing mass.
    * Don't put parachutes in the first (launchpad) stage by default.
    * Crewable part masses revised to account for crew mass and their cargo.
    * Crew now have mass when on IVA (inside parts) along with their cargo.
    * The Flag browser now categorizes flags into groups.
    * Added RocketLabs and Electron flags.
    * Added EVA Construction Mode.
    * Amended dV and orbit calcs to use Double precision.
    * Some large parts cannot be put into cargo containers but can be manipulated in EVA construction mode.
    * Players can no longer assign the Undock node Action. This has been removed as it was causing confusion with the Decouple node Action in some parts. Crafts with the action assigned can still fire it.
    * Construction Mode provides CoM CoT CoL overlays.
    * Kerbals stop climbing on reaching the end of a ladder. A new toggleable game setting Check ladders end enables/disables the behavior.
    * SEQ-3 and SEQ-9 Cargo Containers are now Stock parts.
    * All Cargo Parts can now be searched by the tag cargo in editor and mission builder.
    * Flight Info debug window now shows the angle of the surface the vessel is currently on.
    * Asteroids have new textures and shader.
    * New rover construction contract for career games.
    * New vessel repair contract for career games.
    * New satellite upgrade contract for career games.
    * Improvements over the Kerbal jittery movement.
    * Comet visual FX performance improvements.
    * Added a repair kit part. Now repairing broken parts uses up repair kits, be sure to have some in your Engineer's inventory.
    * Added new EVA science experiments and animations.
    * Kerbal Jetpack and Parachute are now cargo items that kerbals must carry in their inventory to use them.
    * Kerbals in EVA use EVA propellant from EVA cylinder parts and Jetpacks that they are carrying.
    * EVA cylinder parts and Jetpacks are refilled when they are transferred back into a vessel from a kerbal.
    * Amended dV and orbit calcs to use Double precision.
    * Make render probes fade in better when a new render probe is added.
    +++ Localization
    * Removed line breaks in the Orbit's Ejection field tooltip.
    * Fix missing localized text in the Robotic controller name input field.
    * Multiple bug fixes for all languages.
    * Navigation console had missing space for the field IZQUIERDA which affected only Spanish.
    * Fix fairing variants having wrong language on textures in English and French.
    * Multiple string additions and corrections for some languages.
    * Fix spelling of BepiColombo and Rosetta.
    * Multiple KSPedia fixes all languages.
    +++ Parts
    * The LFB KR-1x2 Twin-Boar Liquid Fuel Engine now has the correct diameter.
    * Added colliders to all flag part variants.
    * Removed the gaps of the FL-R25 RCS Fuel Tank when attached to other tanks.
    * New SEQ-24 Cargo Storage Unit and new SEQ-1C Conformal Storage Unit.
    * New Place Anywhere 1 Linear RCS Port.
    * New RV-1X Variable Thruster Block.
    * New Repair kit part.
    * Added new EVA science experiment kit.
    * EVA Fuel Cylinder cargo part.
    * Fix gap in the Mk2 Cockpit IVA.
    * HG-5 High Gain Antenna is now placed correctly in mirror symmetry.
    * Fix LFB KR 1x2 'Twin Boar' off placed surface attach underneath.
    +++ Bugfixes
    * Revised the instructions on several tutorials regarding the recent changes to the flight UI mode toggling.
    * Fix issues with fairing shaders when width/height ratio is extreme.
    * Craft file name is now independent of command pod vessel naming, preventing accidental overwrites when re-naming command pods.
    * Fix flickering orbit lines in mapview.
    * Fix an overlap in some languages between the Header and vessel stats field in the craft browser dialog.
    * Fix part joint failure including autostruts when target RigidBody is same as host RigidBody which can occur in some edge cases.
    * Fix tourists from being EVA'd from a command seat.
    * Fix steep textures shaking on lower quality shaders after reentry.
    * Fix payload inside fairing not being released when decoupled and fairings are still intact.
    * Fix resource transfer failing when opening and closing a parts action windows several times.
    * Fix inventory part tooltips lingering on the screen when changing Camera Mode.
    * Fix EVA Kerbal walking animation sync, timing and bounding issues.
    * Fix EVA Kerbal sliding issues.
    * Fix menu navigation issues when navigating between columns in the Action Groups menu.
    * Fix craft thumbnails not showing fairings.
    * Fix Female Kerbals not walking correctly on some low g bodies.
    * Fix Incremental speed sliders now update on symmetric parts on the Action Groups Menu.
    * Fix Comet Sample contracts not completing if comet is renamed by the player after the science sample is taken.
    * Fix AOOREs and flow on effects that occur on vessel markers for vessels that use ( as the first character in their name.
    * Fix issue with flags on parts that are set flipped that also have variants set not flipping the flag textures.
    * Fix AOORE on temperature gauges when parts explode.
    * Fix NRE on adding any action to action groups.
    * The crew inventory initialization doesn't break the kerbal roster initialization on the astronaut complex.
    * Fix alignment in action group text in the action group editor window.
    * Fix localization of tech tree node names in UI. Including Part Upgrades.
    * Fix Camera controls are now enabled when the Action Groups panel is open during Flight.
    * Fix Staging is now Locked when Action Groups panel is open during Flight. This could cause firing unintentional staging while having the panel opened.
    * Fix issue with SEQ-3 search tags.
    * Fix inconsistency in the detection of hatch obstruction.
    * Fix click-through issue occuring with the main menu expansion dialogs.
    * Fix Action groups UI becoming non-functional on pressing the KAL's Action Groups button more than once.
    * Fix Kerbals rotating when walking on hills.
    * Fix System set to Time Zone that KSP can't handle from crashing the game. eg: Hong Kong.
    * Fix the Comet and Asteroid showing up in the Size3 Bulkhead filter.
    * Fix issue that prevented fairing panels from exploding when colliding.
    * Fix mistake in the 1.10 section of the changelog.
    * Fix the white rectangle showing in both Advanced Grabbing Units when rotating in the part picker.
    * Fix multiple comet comas blotting out the sky when a comet breaks up on reentry.
    * Fix lighting issues in Terrain System.
    * Fix issue with forward axis not updating properly.
    * Fix Fuel tanks could get stuck with no references to transfer resources when opening and closing PAWs while a transfer was being done.
    * Fix Kerbals neck showing when swimming.
    * Fix Grand Tour contracts need a new vessel to be built requirement.
    * Fix default helmet and neck ring settings not applying on first EVA.
    * Fix KSPedia continues to work as expected even after closing it abruptly while a slide was loading.
    * Fix Color values update correctly now in the color picker for HSV values and sliders.
    * Fix undo in editor with fairings changing materials on cargo bays.
    * Fix comet science contracts failing when sample has been collected but not yet transmitted or returned.
    * Fix the kerbal ladder sliding.
    * Fix Color values update correctly now in the color picker for HSV values and sliders.
    * Fix camera being too far from vessel when exiting map view in some situations.
    * Fix the Kerbals hands on fire idle arms shrinking at the end.
    * Fix Paws are automatically opened when hovering a cargo part over an inventory in the Editor.
    +++ Modding
    * Inventory system is now persisted as a list of protoparts instead of a comma-separated string of names. The old system is still there for compatibility, but the new one is preferred.
    * LightOn/Off events have been replaced with a toggle event on the PAW to reduce PAW redraw. The events still exist and can be triggered, but are hidden from the PAW.
    * Tech Tree now correctly reads all TechTree nodes from gamedata folder.
    * QuaternionD now supports LookRotation.
    * Implemented FlightVesselOverlays class to implement the Center overlays to be displayed in flight.
    * New pre-generated craft and locations capability for contracts in career games.
    * ModuleInventoryPart.allowedKerbalEvaDistance obselete in preference to GameSetting.EVA_INVENTORY_RANGE.
    * Parts now have a minimum Rigidbody mass minimumRBMass which affects how small the rigidbodies mass can be. Does not affect part.mass - which is whats used to calculate force, etc - but does affect rigidbody collisions.
    =================================== Making History 1.11.0 ===================================
    +++ Improvements
    * Added the option "All SAS Modes on all probes" to the Mission Builder Start node Difficulty options. The same option found in Sandbox games.
    +++ Localization
    * Fix mission validation report dialog not displaying validation options text in Chinese and Japanese.
    +++ Parts
    * Added colliders to all flag part variants.
    * Fix the LV-TX87 Bobcat Liquid Fuel Engine's attach rules, no more surface attach.
    +++ Bugfixes
    * Engine plates now shroud parts attached to nodes inside shroud from airstream.
    * Fix user is was unable to switch the GAP Vessel Token from Aircraft to Rocket after saving a mission with the Aircraft selection.
    * Change the error message when you try to launch a vessel in the SPH with the same name in the VAB or vice-versa.
    * Fix issue with Mission Builder when animating parts are toggled when the flight scene loads.
    * Fix the seam on the Making History suit helmet.
    * Fix active vessel not switching when explode part node fires in missions.
    * Fix undo in editor with fairings changing materials on cargo bays.
    =================================== Breaking Ground 1.6.0 ===================================
    +++ Improvements
    * Added toggle to enable or disable a KAL controller.
    +++ Bugfixes
    * Fix InventoryModules adding mass to a part even if there was no cargo in it.
    * Fix floating Mun ROCs by adjusting the meshes.
    * Fix NRE in deployed science when retrieving experiment parts.
     
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  11. Software-Pirat

    Software-Pirat
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    9. Januar 2018
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    917
    So toll ich es finde, daß das Spiel immer noch Updates erhält, so nervig finde ich es, daß die Patches bei mir zumindest sich nie installieren lassen und immer mit einer Fehlermeldung abbrechen. Ich muß immer die neueste Version downloaden und diese installieren. Ich hab übrigens die gog-Version.
     
  12. Ingo311

    Ingo311
    Registriert seit:
    18. Mai 2005
    Beiträge:
    930
    Mein RIG:
    CPU:
    AMD Ryzen 3600
    Grafikkarte:
    Nvidia 1070
    Motherboard:
    Asus B450 - Plus Gaming
    RAM:
    32 GB
    Betriebssystem:
    Windows 10 Pro
    Monitor:
    Samsung 27" Full HD
    Nutzt du Galaxy? Darüber wurde meine Version ohne Probleme aktualisiert.
     
  13. Software-Pirat

    Software-Pirat
    Registriert seit:
    9. Januar 2018
    Beiträge:
    917
    Nein, Galaxy verwende ich nicht. Ich bin da eher oldschool und installiere das Spiel auf die klassische Weise. Beim "Update" sogar meistens zweimal, weil ich beim ersten Mal die englische Version installiere...
     
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  14. Blutschinken GSPB Querleser ™

    Blutschinken
    Registriert seit:
    9. Juni 2005
    Beiträge:
    10.378
    Mein RIG:
    CPU:
    1× ARM1176JZF-S @ 1 GHz
    Grafikkarte:
    Broadcom VideoCore IV, shared memory
    Motherboard:
    Broadcom BCM2835 (Raspberry Pi Zero W)
    RAM:
    512 MB Micron LPDDR2 PoP
    Laufwerke:
    4 GB Toshiba MicroSDHC (Class 10) aus New 3DS XL
    Soundkarte:
    On Chip
    Gehäuse:
    iUniker transparente Schutzhülle
    Maus und Tastatur:
    Tastatur: Cherry G80-3000LQCDE-0
    keine Maus (kein GUI)
    Betriebssystem:
    DietPi (RPi ARMv6 Bullseye)
    Monitor:
    No Name CRT TV (13", PAL, Schwarz-Weiß, Composite via Pinout)
    Ich hatte irgendwie Bock darauf mit etwas Helikopter-artigem herum zu fliegen, aber zur Zeit kein entsprechendes Spiel oder DCS Modul installiert.

    Aber alles kein Problem man hat ja KSP :D

    [​IMG]

    Das Teil fliegt sich tatsächlich astrein und sehr dynamisch. Ein kleines Wunder dafür, dass ich das ohne Planung zusammengeschmissen habe :ugly:

    Allerdings reicht der Sprit nur für 5 Minuten. Für meine Zwecke aber ausreichend.
     
    Zuletzt bearbeitet: 22. Dezember 2020
  15. Cataton

    Cataton
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    4. September 2016
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    1.897
    Wenn das Spiel nicht so ne riesen Einstiegs Hürde hätte. Ich bin nie auf dem Mun gelandet weil das Spiel einfach nichts erklärt. :battlestar: Ich warte stattdessen auf Teil 2 was hoffentlich ein Tutorial mit bringt.
     
  16. th3 ghost o_O

    th3 ghost
    Registriert seit:
    17. September 2003
    Beiträge:
    13.986
    Es gibt InGame-Tutorials, die hatte ich damals auch genutzt. Ansonsten gibts auf YouTube tausende.
     
    Mech_Donald gefällt das.
  17. Blutschinken GSPB Querleser ™

    Blutschinken
    Registriert seit:
    9. Juni 2005
    Beiträge:
    10.378
    Mein RIG:
    CPU:
    1× ARM1176JZF-S @ 1 GHz
    Grafikkarte:
    Broadcom VideoCore IV, shared memory
    Motherboard:
    Broadcom BCM2835 (Raspberry Pi Zero W)
    RAM:
    512 MB Micron LPDDR2 PoP
    Laufwerke:
    4 GB Toshiba MicroSDHC (Class 10) aus New 3DS XL
    Soundkarte:
    On Chip
    Gehäuse:
    iUniker transparente Schutzhülle
    Maus und Tastatur:
    Tastatur: Cherry G80-3000LQCDE-0
    keine Maus (kein GUI)
    Betriebssystem:
    DietPi (RPi ARMv6 Bullseye)
    Monitor:
    No Name CRT TV (13", PAL, Schwarz-Weiß, Composite via Pinout)
    Youtube Tutorials und das Wiki haben mir ungemein geholfen. Der Karriere Modus auf einem leichteren Schwierigkeitsgrad, wo man Missionen zurücksetzen kann ist auch gut - zwar viel Grind, aber man bekommt erst nach und nach Teile und kennt die dann auswendig.

    Was auch noch gut war: Die "versteckten" Hotkeys und Funktionen für den Editor lernen (kopieren, verschiedene Modi etc., Eigenschaften einzelner Module bearbeiten) damit man einfacher Sachen bauen kann. Da lohnt es sich mal einfach alles aus zu probieren im Editor und das Wiki in der Richtung zu studieren.

    Mir persönlich hat eine Mod am allermeisten geholfen, die einem unter anderem immer die TWR anzeigt (sieht man auch im Screenshot oben) - also thrust-to-weight-ratio - prinzipiell wie gewaltsam man in eine Richtung ballert - wenn das zu niedrig ist (unter 1 auf Kerbal), kommt man nicht gegen Gravitation an, wenn zu hoch (über 1,5-2) wird das Vehikel unkontrollierbar. Das Prinzip hab ich Anfangs überhaupt nicht kapiert, was mich zu vollkommen falschen Rückschlüssen und Endscheidungen gebracht hat ("Klappt nicht? Ich brauche NOCH MEHR Booster!!"). Im Grunde ist es ein Wunder, dass ich es damals zum Mond geschafft habe, ohne TWR auch nur im geringsten zu beachten oder zu verstehen.

    Mod: https://spacedock.info/mod/581/NanoGauges
     
  18. Blutschinken GSPB Querleser ™

    Blutschinken
    Registriert seit:
    9. Juni 2005
    Beiträge:
    10.378
    Mein RIG:
    CPU:
    1× ARM1176JZF-S @ 1 GHz
    Grafikkarte:
    Broadcom VideoCore IV, shared memory
    Motherboard:
    Broadcom BCM2835 (Raspberry Pi Zero W)
    RAM:
    512 MB Micron LPDDR2 PoP
    Laufwerke:
    4 GB Toshiba MicroSDHC (Class 10) aus New 3DS XL
    Soundkarte:
    On Chip
    Gehäuse:
    iUniker transparente Schutzhülle
    Maus und Tastatur:
    Tastatur: Cherry G80-3000LQCDE-0
    keine Maus (kein GUI)
    Betriebssystem:
    DietPi (RPi ARMv6 Bullseye)
    Monitor:
    No Name CRT TV (13", PAL, Schwarz-Weiß, Composite via Pinout)
    Eigentlich wollte ich kein Flappy Bird bauen - das sieht irgendwie ungesund aus :immertot:
    Nachdem ich ein paar Stahlträger rangeschraubt habe um die Struktur zu festigen ist es besser, vorallem beim Start aber der Flügel dehnt sich immernoch nach oben :ugly:
    [​IMG]
     
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  19. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    1.11.1 Patch
    =================================== v1.11.1 ============================================================
    +++ Improvements
    * Extend Science results UI delay for Dzhanibekov EVA experiment so player can see the effect better.
    * Enable smaller SEQ parts to be usable in construction mode so they can be moved and adjusted. They cannot be stored inside inventry modules.
    * A screen message will now appear when a non-engineer kerbal attempts to repair a part with the repair kit. Also, a Screen Message will also show if the repair kit amount was insufficient.
    * Cargo parts filter now includes researched but not purchased parts, even allowing purchasing them from the filtered view.
    * Added Thrust Limiter field to Kerbal Jetpacks so finer control is possible.
    * Kerbals can now assist an Engineer in construction to move heavier parts.
    * Construction panel now shows manipulation weight limit and assistants count.
    * Reduce the wait time between dropping a part and when physics kicks in.
    * Action group edit name button can now be accessed with arrows and axis inputs.
    * Allow pickup of debris parts in EVA construction mode.
    * Playing a science/sandbox game in which Kerbals are restricted to class traits but all probes have access to all SAS modes is now possible.

    +++ Localization
    * Numerous KSPedia fixes in multiple languages.
    * Fix EVA Construction Mode KSPedia slide text overlap in Japanese.
    * Fix Cargo Mode KSPedia slide title for Russian.
    * Fix for a range of construction contract vessel names for all languages.
    * Fix missing Japanese translation for Engine Stops Under in part description.
    * Fix Spanish translation for vessel part requirements.
    * Variable correction in spanish for Engineer on vessel requirement.

    +++ Parts
    * Place Anywhere 1 Linear RCS Port now has a shrouded variant.
    * Revamped MK1 and Mk2 spot lights.
    * Added new white variant for MK1 and MK2 spot lights.

    +++ Bugfixes
    * Fix background icon not appearing when first picking a part from inventory.
    * Fix when detaching a part from a vessel keep it's orientation and don't reset it's orientation to the default position.
    * Fixed some NREs when using menu navigation with directional arrows on the Action Groups panel.
    * Fix waypoint marker for rover construction contracts disappearing.
    * Fix orientations of parts in EVA construction mode including surface/detach and attachnode attach.
    * Fixed issue causing parts to highlight red while cursor is on inventory PAWs.
    * Fix UI in editor scene not showing that part autostruts are forced to grandparent when they are attached to dynamic nodes.
    * Fixed bug causing weld animation to not play in some situations.
    * Fix parts being anchored above the surface if lifted by robotics parts.
    * Fix Editor getting stuck if you delete the root part when in cargo mode.
    * Fix part stacking key from affecting all parts picked from the toolbox after its use.
    * Fix Inventory part tooltip getting stuck when storing a part in the inventory from the Editor work area and immediately summoning it.
    * Fix the editor cargo UI not scrolling when the mouse positionis in between slots.,
    * Fix attaching parts in EVA construction mode within the range of a robot arm scanner.
    * Fix AttachNodes not displaying when the root part of a vessel is outside the construction range, but the part is and shoudl be valid as an attachment.
    * Fix partdatabase.cfg handling when running KSP from an alternate folder/location.
    * Fix issues with parts that have trigger colliders when rotating/moving them in EVA construction mode.
    * Fix deadline to include CB multiplier on vessel repair and construction contracts.
    * Fix placed flags falling down.
    * Fix extended tooltip not being updated on variant change for cargo part mass.
    * Fix exploit that allowed to produce infinitely many stackable cargo parts using the stack logic.
    * Fix for inventories for kerbals on command seats coming up twice in the Construction/Inventory UI in flight.
    * Fix EVA kerbals on ladders generating phantom forces.
    * Fix CoL marker positioning in EVA Construction/Flight Scene.
    * Fix EVA construction losing detached parts and invalid highlighting when exiting EVA Construction with a detached part on the mouse.
    * Fix Repair contracts not completing if they use the same craft as a previous contract of the same type in the same save game.
    * Fixed an issue that locked up the game when kerbal tourists were passed out in command seats and the game was saved after landing.
    * Fix satellite construction stock craft being created as debris, they will now be probes.
    * Fix errors when using the rotate and move tool in EVA construction mode on wheels and landing legs.
    * Fix EVA kerbals unable to use static ladders (Ladders on Launchpads and buildings, etc).
    * Fix crew transfers out of a part does not update its PAW.
    * Fix parts with variants in construction mode reverting back to the base variant when attached.
    * Fix issue that occurs with Plant Flag being active during construction mode.
    * Fix trajectory changes during rotation caused by MinRBMass being too high
    * Fix error caused by symmetrical parts in KAL action set if parts get decoupled individually.
    * Fix Jetpack andf EVACylinder refill only working with EVA Propellant.
    * Fix Smoke FX on twin boar engine.
    * Fix bug that caused individually dropped parts to slide on the ground.
    * Fix Actions from Symmetry counterparts showing multiple times in the ActionGroup Editor.
    * Fix an NRE and partial loss of VAB/SPH functionality occuring when selecting a Subassembly after placing the original part in any symmetry mode while the Save Subassembly window is open in the editors.
    * Fix discarding merged craft throwing an NRE in Editors.
    * Fix dropped parts being teleported to the ground when dropped in the air above the ground.
    * Fix NRE when placing a part buried in the ground in EVA construction mode.
    * Fix Placing wheels past the collider for the ground (half buried) will cause the craft to bounce uncontrollably during EVA construction mode.
    * Fix Construction Mode Parts dropping causing immediately large physics effects on vessels.
    * Fix parts during Eva Construction mode beingpicked up, dropped, or attached when a UI element is blocking the pointer. This was resulting in unwanted click-through.
    * Fix Kerbals not falling off the bottom of the ladder when the Kerbal stop at the end of ladder option was set to false.
    * Fix where activating the staging would fail if the vessel had no stage available and gained one after a new part was attached in EvaConstruction during flight.
    * Fix kerbal jump force scaling to use their combined body mass and inventory mass and prevent death-inducing high jumps.
    * Fix NRE that caused the game to lock up when a cargo container was the root part and it was re-rooted.
    * Fix the deploy animation being played when taking a deployable part out of the inventory in the VAB/SPH.
    * Fix the Communotron 88-88 appearing unbroken in satellite repair contracts.
    * Fix Contract strings to clarify Base contract, Satellite Contract, Station Contract and Grand Tour contracts and specify that the new vessel must be built and launched complete (cannot be built in parts using EVA construction).
    * Fix cargo parts being inconsistently rendered as 2D icons with no transparency when hovering the cursor over PAWs and Construction Panel.
    * Fix selected cargo parts as icons getting stuck when hovering between cargo panel and a PAW inventory in the Editor Scene.
    * Fix selected cargo parts during EVA Construction mode that were taken out from an inventory slot not being returned when closing the Construction mode while still holding them.
    * Fix selected cargo part as a stack icon not blocking actions on other cargo part while holding the stack.
    * Fix EVA kerbal occlusion inside fairings and cargo bays.
    * Fix hatches being obstructed by the robotic arm range trigger, or it's front border.
    * Fix lights playing their on/off animations when activating the "Turn Light On" and "Turn Light Off" action groups and the light was already in the target state.
    * Fix shift-key bleed through to thrust the jetpack when placing or adjusting a part in construction mode.
    * Fix out-of-context screen message when a part is attached to a dropped part in construction mode.
    * Fix selecting color on lights placed in symmetry only affects one of the lights.
    * Fix changing scenes resets light color.
    * Fix lights reset to white after configuration.
    * Fix light color doesn't persist on saved craft when the lights are Off.
    * Fix lights emmisive textures do not update when adjusting RGB values with action groups or the KAL in flight mode.
    * Fix the Clydesdale engine nozzle shining in the VAB.
    * Fix attachment node size on SEQ-24 container.
    * Fix node attach issue on Aerospike.
    * Fix weld aim hitting the node instead of the attachment point when welding.
    * Fix being unable to assign the Undock Action on Docking Ports. We have reverted the 1.11.0 fix in favor for a different solution in the future.

    +++ Modding
    * Allow reload of Tech Tree via static methods in any scene via cfg file reference or Database config nodes. LoadTechTree is now static.
    * Ability to have Cargo parts be Construction-able. Note that ModuleCargoPart needs to be before ModuleInventoryPart for this to work.
    * Added reinitResourcesOnStoreInVessel in moduleCargoPart and applied to Jetpack and EVAFuelCylinder. This flag controls whether the resources in the part will be reinitialized to full when the part is stored inside a vessels inventory modules.
    * For parts using ModuleLight, the light turning on/off is controlled by code now, instead of using an animation.
    * Fix setting light color via part cfg was being ignored.

    =================================== Making History v1.11.1 ================================
    +++ Bugfixes
    * Fix the servicemodules shielding antennae on launch when the shrouds are turned off.
    * Fix KAL being unselectable in action pane in the mission builder.
    * Fix the missing Robotics icon category in the action pane.
    * Fix surface attachment issues with the LV-Tx87 Bobcat.

    =================================== Breaking Ground 1.6.1 ===================================
    +++ Improvements
    * Added screen message when dropping Deployed Science parts in EVA Construction mode to clarify how to deploy.

    +++ Localization
    * Added translation and fix for message that appears when repair kit quantity is not enough.

    +++ Bugfixes
    * Fix issue impeding Kerbal to fall after picking up ROC sample.
     
    Ingo311 und Blutschinken gefällt das.
  20. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    Cataton und Mech_Donald gefällt das.
  21. Mech_Donald

    Mech_Donald
    Registriert seit:
    13. April 2006
    Beiträge:
    9.665
    Ich kann's so nicht mehr erwarten! Ich hoffe, sie versauen es nicht.
     
  22. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
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    1.11.2 Patch
    ChangeLog:
    =================================== v1.11.2 ============================================================
    +++ Bugfixes
    * Fix craft can wobble or even have some parts destroyed when interacting with parts and inventory slots during EVAConstruction in Flight.
    * Fix NRE on returning to physics range of RCSFX on command pods causing game to become non-savable or usable in some cases.
    * Fix the Place Anywhere 1 linear RCS part thrusting the wrong way.
    * Fix same part collisions invalidating valid EVA construction placement on some parts.
    * Fix Resource App resource totals UI display for EVA kerbals carrying multiple resources including EVA propellant total on every resource.
     
    Ingo311 gefällt das.
  23. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    Mech_Donald gefällt das.
  24. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    Kerbal 2 soll benutzerfreundlicher werden. Das bedeutet nicht das es einfacher wird, sondern das die Werkzeuge die man hat besser werden.
    https://www.youtube.com/watch?v=5CNwB8mmntg

    Als Beispiel wird das neue Konstruktionsmenü gezeigt wo man jetzt per Drag&Drop Dinge verschieben und verändern kann (z.B. die Länge und Ausrichtung von Flügeln) und auch mehrere Objekte zu selben zeit bearbeiten kann.

    Auch wird es bessere Tutorialvideos machen damit man sich nicht die Experten auf Youtube ansehen muss wenn man nicht weiter kommt.
    Diese Tutorials sind anscheinend in wortloser Comicgrafik ähnlich zu den Videos in Oxygen not included (hab nur ein Beispiel ohne Sound gefunden https://www.youtube.com/watch?v=pyBZa_x70O4)
     
  25. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
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    Zum 10 Geburtstag von KSP kommt der 1.12 Patch raus

    Neue Texturen für Eeloo und Pol
    https://www.youtube.com/watch?v=_8OG8qNGTBU
    https://www.youtube.com/watch?v=-Sy2YLAVoFA

    Die Clamp-o-Trons wurden aufgehübscht.
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    Zusätzlich kann man jetzt die Sachen die angedockt sind rotieren.
    https://www.youtube.com/watch?v=R8oJvZ0CvXg

    Es gibt 4 neue Solaranlagen
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    Und einen Anker den man per EVA auf einem Planeten bauen dann weitere Konstruktionen dort dransetzen kann.
    [​IMG]
    https://thumbs.gfycat.com/GreatCreativeHorseshoecrab-mobile.mp4

    Wer mal etwas technischer in die KSP2 Entwicklung eintauchen will, hier spricht ein Entwickler darüber wie sie die Umlaufbahnen darstellen und was dafür an Berechnungen nötig sind.
    https://forum.kerbalspaceprogram.co...36-developer-insights-9-–-orbit-tessellation/
     
    Zuletzt bearbeitet: 20. Mai 2021
    Ingo311 und Mech_Donald gefällt das.
  26. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
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    [​IMG]
    Eine Ära neigt sich dem Ende zu. Der 1.12 Final Approach Patch wird das letzte Update für KSP 1 sein. Danach wird das Team zu KSP 2 wechseln und das Team dort verstärken.

    Der 1.12 Patch soll daher auch was besonderes werden
    https://store.steampowered.com/news/app/220200/view/3066369269198833759
    Das Verwalten von gespeicherten Raumschiffen und auch Spielständen soll verbessert werden.
    [​IMG]
    [​IMG]

    Es wird einen Wecker geben (inklusive einstellbarem Alarmsound) damit man bei langen Missionen kein Manöver mehr verpasst wenn man nebenher noch etwas anderes macht.
    [​IMG]

    Mit dem Manöver Ersteller kann man viel einfacher Manöver planen und muss nicht mehr Pixelarbeit mit den Manöverpunkten betreiben
    [​IMG]

    Es wird einen (optionalen) neuen Raumanzug geben
    https://www.youtube.com/watch?v=npcGAvmnZ5w
    Auch sollen Räder allgemein verbessert werden.

    Und kein 10 Jähriges Jubiläum ist komplett ohne Feuerwerk.
    https://www.youtube.com/watch?v=kIzORn8g4X0

    Für KSP 2 gibt es auch ein paar neue Gebäude zu sehen.
    https://www.youtube.com/watch?v=HQ5mE-fPTZ8
     
    areaS-4, Ingo311 und Mech_Donald gefällt das.
  27. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    10.809
    Heute feiert Kerbal sein 10ten Geburtstag mit dem Patch 1.12

    Dies ist der vorletzte Patch für Kerbal. Der letzte Patch wird 1.12.1 sein mit dem der versprochene Anker nachgeliefert wird da dieser nicht rechtzeitig fertig wurde.
    Die Entwicklung wird dann eingestellt und man konzentriert sich auf Kerbal 2

    =================================== v1.12.0 ============================================================
    +++ Improvements
    * Upgrade project to Unity 2019.4.18f1 LTS.
    * All module filter buttons in advanced filter mode in the VAB/SPH now have icons.
    * Adjustment to Kerbal hiring formula to make it not prohibitive, while still making it cheaper if the player has lost most/all of their kerbals.
    * Wheel and landing leg suspension now spreads weight across all grounded wheels.
    * Wheels have new improved friction model with more realistic physics.
    * Wheel steering response is now modified to give lower response at higher speeds (less oversteer).
    * Add new stock Slim suit.
    * Color picker PAW field now shows current color to left of name.
    * Adjustments to PAW groups to let controls in groups fill the PAW better.
    * ChooseOption PAW field now marquees text for long value choices.
    * Revamp of Pol's terrain textures.
    * Implement new structural variants to Flag parts and ensure non-structural ones have no colliders.
    * Add limited rotation to Docking Port parts so they can now slightly rotate to help align both sides of the vessel.
    * Add Disconnect action for compound parts like fuel lines and struts, so you can disconnect these via the part menu, actions and controllers.
    * Add folder structure display and navigation for craft storage and the craft-load dialog.
    * Add middle mouse click handling to set lat, lon, alt when using the set position cheat from flight and map mode.
    * Add Maneuver Tool app to create inter-body transfer maneuver nodes.
    * Add file folder browser to craft load and save dialog.
    * Add ability to search games in load screen.
    * Add ability to search craft in vessel load dialog.
    * Add 10th Anniversary Patch to classic astronaut suits.
    * Add an alarm clock app to help players not miss important events.
    * Implement cheats - Ignore Kerbal EVA Construction Mass Limit, Ignore Kerbal Inventory Volume/Mass Limit and Fix repairable parts.
    * Change error message color and added Override safety check to the set Orbit cheat.
    * Command Pods are now allowed to be edited in EVA Construction Mode.

    +++ Localization
    * Move Action Group App heading text to correct localization files.
    * Italian only. Fixing incorrect tense used for verbs in three Mission Control strings.
    * KSPedia EVA Activities fix, in all 9 languages.
    * Fix KSPedia Parachute slide for all 9 languages.
    * Fix outdated translation on Kerbal parachute KSPedia page of one string in Chinese only.
    * Fix on grammatical error on Dzhanibekov effect EVA science experiment, for English only.
    * Fix translation in one string (#autoLOC_8003405) , only for Russian.
    * Fix for missing comma in SEQ-24 Cargo Storage Unit description, English only.
    * Fix for misspelled 'efficiency' in Construction training, English only.
    * Fix translation in game for one string to match cfg file (#autoLOC_309388) , only for French.
    * Fix translation in one string for Bepi Colombo, only for German.
    * Fix translation for several uses for 'crew' , only for Chinese.
    * Fix 'Ice Cream' is two words, English only.
    * Fix for apostrophe missing in 'comets' for one line in Rosetta mission. English only.
    * Fix for several part names showing untranslated in description, Japanese only.
    * Fix for using a capital C on the noun Comet for Rosetta mission summary, English only.
    * Fix for UI to show whole translation for KAL-1000 Controller details, Russian only.
    * Fix for spelling mistake in the part description window for the EVA Repair Kit, English only.
    * Fix for punctuation in Data from Science slide, French only.
    * Fix for spacing in Tools VAB/SPH KSPedia slide, Portuguese only.
    * Fix wheel stress PAW item text in Japanese.
    * Fix for typo issue in 'Dres' KSPedia slide, Portuguese only.
    * Updated text for OX-Stat-PD Photovoltaic Panel, 8 languages.

    +++ Parts
    * New solar panels! OX-10L 1x5, SP-10L 1x5, OX-10C and SP-10C Photovoltaic Panels.
    * Fix LV-N Nerv, Stayputnik, RA-15 Relay Antenna, LV-T45 Swivel, LV-T30 Reliant, Z-200 Rechargeable Battery, Girder Adapter and Z-4K Rechargeable Battery overlapping z-fighting issues.
    * Fix MK1-3's Kerbal hatch exit point.
    * Allow surface attachment to the PB-X50R Xenon Container, Stratus-V Cylindrified Monopropellant Tank and Stratus-V Roundified Monopropellant Tank.
    * Revamp all docking port parts.
    * Add a new set of parts. Fireworks dispensers!

    +++ Bugfixes
    * Fixed audio issue caused by too many sounds triggering at the same time.
    * Fix Part Loader handling of invalid animations in parts on load.
    * Fix the map icon for Deployable Ground Parts like Work Lamps to not show the unknown question mark.
    * Fix parts being tilted when taken from inventory in Construction mode, they now match the rotation in the editor.
    * Fix kerbals being able to walk and jump their way to orbit.
    * Fix null references occuring on part icons after the mission flag is changed after moving a cargo flag from cargo to a vessel.
    * Fix issue flag parts in cargo were changing their thumbnail when changing the mission flag while in the VAB/SPH and also when held over PAWs or EVA Construction Panel.
    * A new screen message will appear when a Kerbal attempts to pick up a deployed cargo part when it's carrying capacity limit would be exceeded. The part will not be picked up until the Kerbal has freed enough capacity in its inventory slots.
    * Fix potential game crash when attempting to attach a part created from an undo (crtl+z)in editor.
    * Decreased a height error check from 0.2m to 0.1m, in order to support smaller parts, and preventing them to sink into the ground.
    * Fix edge case where robotic pistons shoot off at high speeds when dropped in EVA Construction Mode.
    * Fix Mobile Launch sites where all the legs will now try to extend if one does not find a ground collision.
    * Fix Mobile Launch Sites could end up with a null reference for positionMobileLaunchsite.
    * Deployed science SFX is no longer interrupted while placing more than one instrument.
    * Fix the consistency of Extendable parts. When they are moved they should retain their state, when stored they are retracted into storage and need to be extended once attached from storage.
    * Fix key not found exception after an EVA Kerbal dies followed by staging a decoupler in flight.
    * Fix ability to review and transmit science experiments whilst resetting the experiment.
    * Fix NRE on closing Construction Mode while holding robotic parts after detaching it from vessel.
    * Fix flag parts not moving with the rest of the craft when manipulating the root part in editor.
    * Fix flickering Orbit lines in Mapview/Tracking station (really fixed this time).
    * Fix for UI to allow proper space for the word "Small" to display in a single row in the PAW.
    * Fix for UI to avoid misaligned column text in "Active Strategies" column, in the Administration Building.
    * Fix wheel stress tolerance not taking gravity into account.
    * Fix wheels not taking steering curve into consideration.
    * Fix landing legs violently decompressing when fully compressed.
    * Fix landing legs shaking on low gravity.
    * Fix light weight rovers using S2 wheels sliding everywhere.
    * Fix landing legs shaking when attached to parts placed horizontally.
    * Fix vessels moving across the surface with landing legs placed at >= 45 degrees.
    * Fix toggle wheel motor action group.
    * Fix max speed on M1.
    * Fix some contract craft not loading in career games.
    * Fix quicksave text input being too short and characters being cut off.
    * Fix deploying ground parts interrupting SFX on other parts.
    * Fix NRE occurring during repairing a part.
    * Fix Rover Construction, Satellite Upgrade and Vessel repair contracts losing track of the contract vessel.
    * Fix any vessel arriving at a rover repair contract from triggering the waypoint on the contract.
    * Fix Satellite upgrade contract asking for parts that are not usable in EVA Construction mode.
    * Fix Ap and Pe markers appearing in future patches in space not aligned to current patch rendering when in career games that have yet to have patched conics available.
    * Fix EVA kerbals on a ladder in Construction Mode holding a part from floating off the ladder.
    * Fix the banana pieces velocity when performing the EVA science experiment whilst wearing the default suit.
    * Fix physicsless root part on decoupled vessel creating havoc.
    * Fix a Key Not Found Exception error message is fired when a Grip Strip is removed from any vessel through EVA Construction Mode.
    * Fix held part keeps its position in the scene on closing Construction Mode instead of reaching the ground.
    * Fix Mk1-3 Pod's rcs' SFX volume.
    * Fix toggle of suspension auto spring and damper not resetting spring and damper when toggled from override to auto.
    * Fix the Protective Rocket Nose Cone Mk7?s collider.
    * Fix prebuilt craft qualification for contracts based on tech nodes as they are purchased.
    * Fix Non-retractable deployable parts having a Retract option when they cannot be retracted.
    * Inventory part tooltip panel no longer closes as soon as the mouse exits the inventory slot. It is therefore now possible to read all the information when the panel has many widgets.
    * Extended part information panel and inventory tooltip are now more clear about mass information.
    * Fix audio issue where sounds makes a pop sound when engines shut down.
    * Fix NREs when expanding a stage from a vessel marked as debris.
    * Fix audio issue where sounds differed between map view and flight view.
    * Fix the MenuNavigation on the CraftBroswer dialog so that when browsing with the up and down arrows, the scrollback focuses on the highlighted element.

    +++ Modding
    * Changes to Wheel and Landing Legs systems by default are not applied to old parts. ModuleWheelBase.useNewFrictionModel, ModuleWheelSteering.useNewModel, ModuleWheelSuspension.useDistributedMass must be set to true in the Part Modules cfg for each part that wants to use the new functionality.
    * Failed reflection calls to incompatible or otherwise invalid mods are now handled, so they don't stop the game from loading.
    * Custom suits now show the corresponding icon in all relevant screens.
    * Added an additional useCustomThreshold field to ModuleOrbitalSurveyor. Setting it to true will allow the module to recalculate the minimum and maximum altitudes beyond the stock values.
    * When multiple versions of the same assembly are present, KSP now makes sure only the most recent one is loaded.
    * Tuned the logic to calculate space object resource percentages based on the lowRange and highRange values, preventing space objects from always having > 80% resources regadless of the range values.
    * Add a GameEvent for revert to launch that returns the current FlightState.
    * Add ability for modders to be able to turn off the color changer UI.
    * Add ability to support multiple lights from the single ModuleLight instance.
    * Allow ModuleLight's toggle action to simultaneously toggle other animations.

    =================================== Making History 1.12.0 ===================================
    +++ Parts
    * Kerbodyne S3-S4 adapter's dark stripe now matches with the S3 and S4 tanks.
    * Add 1.25m Engine plate.
    * Fix SM-25 gap at bottom of the doors.

    +++ Bugfixes
    * Kerbodyne KE-1 Mastodon Liquid Fuel Engine's shroud clipping fix
    * Fix spacing in Mission Builder for 'Seed' field in the SAP.
    * Fix max speed on M1-F wheels.
    * Fix EP-12's preview attach nodes size.
    * Fix MEM's rcs' SFX volume.
    =================================== Breaking Ground 1.7.0 ===================================
    +++ Localization
    * Fix unnecessary colon for one string in Spanish only.
    * Fix for spelling mistake in Duna's stone objects, English only.
     
    areaS-4 gefällt das.
  28. Software-Pirat

    Software-Pirat
    Registriert seit:
    9. Januar 2018
    Beiträge:
    917
    Irgendwie komme ich mit dem neuen Wecker nicht so klar, oder das Teil ist etwas verbuggt. Insbesondere der Wechsel der SOI funktioniert nur beim aktuellen Raumschiff. Mit der dem Mod Alarm Clock funktioniert alles wunderbar. Mache ich etwas falsch? Beißt sich der neue Wecker mit dem Mod, oder muß ich die Karriere neu starten?
     
  29. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Patch 1.12.2 mit Bugfixes und dem versprochenen Bodenanker
    =================================== v1.12.2 ============================================================
    +++ Improvements
    * Set the default value of Override Safety Check to false, in both cheats.
    * Implement Steam folder for subscribed craft.
    * Add locking functionality to docking node rotations allowing autostruts to cross over docked nodes that are both locked.
    * Add the current game name to the directory browser Current game label.
    * Selecting the same target body in the maneuver tool dropdown forces the tool to recalculate.
    * Add a Loop mode of None-Restart to the KAL. This will play once and stop, if play is pressed once the sequence is complete it will restart and play once.
    * Remove unnecessary warning log messages from DirectoryController.
    * Ring type fireworks orientation is now randomized, not simply vertical pane.
    * Expose the kerbal end of ladder setting in the in-game settings.
    * Make parts able to surface attach to structural flags and include checks and balances for child part attachment and size/variant changing.
    * 'Disable Staging' PAW option in editor scene now affects all symmetry counterparts for decouplers.
    * Add some randomness to the firework bursts to improve the look.
    +++ Localization
    * Fix when discovering a new launch site the facility name was only displaying in English.
    * Fix the localization tags for ground deployable parts that are stock.
    * Added autoloc code to Cheat Menu for Set Orbit Override Safety Check.
    * Fix maneuver tool circularization UI string in French.
    * Add localization of timescale suffixes for alarm date time fields.
    * Add localization of maneuver alarm error messages.
    * Fix Steering Adjustment string in PAW in Russian.
    * Fix new game KSC welcome message in Japanese.
    * Make the repair all parts cheat button wide enough for all languages.
    * Craft browser search options 'subfolders' and 'all games' localized.
    * Picking up deployed parts without Breaking Ground expansion installed - strings now localized.
    * Localize cheat option 'Override safety check' in the Set Position menu.
    * Fix Craft Browser missing Enter text... localization.
    * Fix Craft Browser missing Cancel button localization.
    * Adjust text size of ActionGroups text to fit asian font characters.
    * Craft browser search text placeholder updated from 'Enter Search...' to 'Enter Text...'
    +++ Parts
    * Fix OX-10L solar panel break/repair functionality.
    * Add a variant to the Clamp-o-Tron Sr. Now you can turn on and off the yellow stripes.
    * Revamp LV-T30 Reliant and LVT-45 Swivel.
    * Add Pitch and Rotate to the Small Work Lamp.
    * Fix the MK 1-3 pod flag.
    * Changed display name of RCS tanks to better order and name them relative to each other, and similar to the FL-T series. FL-R10 , FL-R25 and FL-1 become FL-R20, FL-R120 and FL-R750 with the number indicating resource amount.
    +++ Bugfixes
    * Fix Linux Scrollwheel direction.
    * Fix spacing on Current Game, Stock and Steam folders.
    * Fix ESA Mission not playing in base game when Breaking Ground DLC is not installed.
    * Fix the MK2 Clamp-O-Tron's control point orientation.
    * Fix Comet module subscribing to events multiple times.
    * Fix Craft and Part persistentIDs being duplicated when launching the vessel using a craft file.
    * Fix KAL losing part references when using craft files or when reverting to the VAB.
    * Fix KAL being unable to control another KALs playspeed and play position.
    * Fix KAL Presets not working for other KALs.
    * Fix issue not dropping held parts when exiting construction mode.
    * Fix compound parts losing their connections when edited in EVAConstruction mode with dropped parts.
    * Fix for certain parts getting blank icons when placed in inventories and changing variants.
    * Fix the ship engine volume setting not being applied in flight.
    * Fix handling of non-matching system timezones (EG Hong Kong).
    * Fix Craft names with special characters not saving correctly.
    * Fix Player-saved craft in Missions not showing thumbnail correctly.
    * Fix docking port errors when manipulating them in EVA construction mode.
    * Fix Root part visibility when hovering over it's PAW in the editor scene.
    * Fix vessel mass being incorrect when drilling has removed mass from attached asteroids.
    * Fix intercept trajectories in patched conics when in relative mode.
    * Fix Input lock getting stuck on when you open the action groups app.
    * Fix an NRE when staging a docking port when it's not connected to another part.
    * Fix SAS autopilot skill checking in sandbox and career games against kerbal experience and full SAS in sandbox game settings.
    * Non-surface placeable items can no longer be dropped or placed while intersecting other parts during EVA Construction mode.
    * Fix cargo container inventory duplicating on detaching and attaching the cargo part in EVA construction mode.
    * Fix missing stored parts in cargo containers after attaching/detaching/dropping cargo part.
    * Fix NRE occuring with Alarm Clock in Scenarios and Training games.
    * Fix NRE occuring with KerbalInventory in Scenarios and Training games.
    * Fix Maneuver Tool showing up in Scenarios and Training games.
    * Fix Cargo settings for SmallHardpoint and StructuralPylon - They were reversed.
    * Fix Mission Clock masking issue on warp to sunrise when CommNet is not enabled.
    * Fix NextAlarm UI in Mission Clock when CommNet is not enabled.
    * Fix Add Burn time setting being cutoff in the Alarm Clock details pane.
    * Fix maneuver alarm time not updating when its not the active vessel.
    * Fix some alarms firing immediately when initially created.
    * Fix maneuver alarms getting stuck if the maneuver is removed.
    * Fix Maneuver Tool error when initially loading flight scene.
    * Fix Maneuver Tool calculation when making first selection in flight scene.
    * Fix Maneuver Tool clearing the information text when it shouldn't.
    * Fix Maneuver Tool inclined Same SOI transfer calc being inconsistent.
    * Fix shaders on new slim suit.
    * Non-retractable parts will now still be able to be toggled in the editor, even after saving and reloading or switching editors.
    * Fix initial transfer window calcs shown in Maneuver Tool top window.
    * Fix NRE when attempting to use the middle mouse set position cheat. Force camera out of map view when using this option to avoid vessel exploding.
    * Fix Color Picker causing Crashes.
    * Fix Color Picker alignment in PAW.
    * Fix engine FX scaling issue.
    * Fix part being deleted when closing Construction Mode UI while the cursor is holding a part.
    * Fix the R&D's level 3 floor shading.
    * Fix landed and deployed vessels coming off rails positioning, particularly on slopes.
    * Fix NREs could fire when detaching first a compound part from a vessel and additional ones after it.
    * Fix audio issue happening when enabling infinite fuel cheat.
    * Fix the map view rotating with vessel orientation when mouse is over the alarm clock app.
    * Fix the actiongroup app locking the camera controls.
    * Fix the KerbalEVA incorrect collider name in boundsignorelist - EVAStorageSlim_flagDecals.
    * Fix BinkRate not being set properly in Deployable Light configs.
    * Fix parts dropped in EVA Construction do not play their deploy animation when a game is loaded and could get stuck.
    * Fix for wrong shortcut letter in KSPedia EVA Construction mode Slide.
    * Fix debris not becoming a controllable vessel when attaching controllable parts in EVA Construction.
    * Fix the camera being locked when the actiongroup app is open.
    * Fix the camera toggle being active when the actiongroup editing is active.
    * Fix Contract Map Nodes firing an NRE on mouse over.
    * Fix fairing staging options being inconsistent with symmetry setup when staging toggled.
    * Fix text overlaps in the Next Alarm UI element.
    * Fix Z fighting between deltav indicator for a stage and the Time warp UI element.
    * Fix NRE when date entry fields are empty in the alarm clock.
    * Fix Day field converting incorrectly when editing a manual time alarm.
    * Fix Alarm message not firing when no active vessel and set to display if not this vessel.
    * Fix Manual Alarm changing the linked vessel when editing an alarm.
    * Fix the blue maneuver directional arrow blurriness when texture quality set to eighth res.
    * Fix maneuver node dragging between patched conics, and refocuses camera as required.
    * Fix unable to drag maneuver nodes that are in the past. Can now drag them forward in time again until they are past the current game time.
    * Fix issue disabling hotkeys when cargo panel was open in the editor.
    * Fix grapple errors when disarming from same vessel grapple.
    * Fix grapple errors when lock PAW option is clicked when it shouldn't be available to the player.
    * Fix parts being able to attach in construction mode when colliding with ground.
    * Fix Easter Egg Launch sites ladders were unusable for EVA Kerbals.
    * Fix Manual Alarms always being linked to a vessel regardless of the chosen settings.
    * Fix the variant selector buttons ignoring locked variant options.
    * Fix RCS being left on when a Kerbal exist construction mode after welding when in space.
    * Fix picking up a strut or a fuel line and attaching it caused the endpoint to enable a collider, and moving around the target could cause undesired collisions in EVA Construction mode.
    * Fix the firework trail particles lasting for the entire duration of the explosion delay.
    * Fix rare CTD using the Maneuver Tool App.
    * Fix Manuever Tool App calculations when calculating transfer from future maneuver nodes (not current orbit).
    * Fix the save confirm dialog prompting for overriding saves when special characters in vessel name and saving while editing an existing craft.
    +++ Modding
    * Adjusted AppUIMember Initializers to ensure attributes get setup correctly in the right sequence.
    * Expose ModuleRCS.EPSILON which controls the minimum latch for thrust.
    * Expose ModuleSAS.targetSASServiceLevel so that modders can override the parts SASServiceLevel.
    * Expose UIApp.IsShowing so modders can see if an apps frame is showing.
    * Expose AlarmClockUIFrame.IsDetailsShowing for visibility of the details window.
    * Expose AppUIMemberDateTime.DateFormatter for date input fields in ManTool and AlarmClock.
    * Exposed the state of the nextalarm visibility in flight on FlightUIModeController Singleton. FlightUIModeController.Instance.NextAlarmShowing bool.
    * Fix DoubleCurve initialize and evaluate method.
    * Add attachRules to PartVariant so different variants can have their own attachRules setup.
    =================================== Making History v1.12.1 ================================
    +++ Parts
    * Fix M1-F wheel radius.
    * Changed display name of RCS tanks to better order and name them relative to each other, and similar to the FL-T series. FL-R5 becomes FL-R400 with the number indicating resource amount.
    * Fix the Onion, Pea, and Pomegranate instantly turning black during reentry effects.
    +++ Bugfixes
    * Fix Meet me In Zero G mission.
    * Fix test grapple node errors when not in flight scene.
    ====================================== Breaking Ground v1.7.1 ==============================
    +++ Bugfixes
    * Fix deployable parts don't always launch at frame 0 of their animation when they start retracted.
    * Moved fan shrouds sooner in the tech tree.
     
  30. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    Mech_Donald und Ingo311 gefällt das.
  31. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    Neuer kleiner Patch für Kerbal
    ==================== v1.12.3 ====================
    +++ Bugfixes
    * Fix AOORE in Assembly Loading of Duplicate Mod DLLs causing issues with loading of some mods.
    * Improved robotic parts drift when robotic parts are left locked. Players can now quicksave/reload or timewarp to reset part placement. Note: The drift issue can only be corrected when the robotic parts are set to locked mode.
    * Improved rotating docking ports drift when rotating docking ports are left locked. Players can now quicksave/reload or timewarp to reset part placement. Note: The drift issue can only be corrected when the rotating docking ports are set to locked mode.

    +++ Modding
    * Add UpgradePipeline support for PartModule renaming.

    Dev Diary darüber wie sie Planeten in K2 erstellen
    https://forum.kerbalspaceprogram.com/index.php?/topic/205930-developer-insights-12-–-planet-tech/
     
  32. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    Zuletzt bearbeitet: 11. April 2022
  33. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    10.809
  34. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    16. Juni 2016
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    areaS-4, TValok, supersixtwo und 2 anderen gefällt das.
  35. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    Patch für Kerbal 1 der "etwas" auf dem Mun hinzugefügt hat.

    Wohl ein Easteregg für den nahenden Kerbal 2 EA.
     
  36. JabberwockyNRW

    JabberwockyNRW
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    Herten
    Wird der Thread hier auch für Kerbal 2 genutzt werden?
    Eines meiner meisterwarteten Spiele überhaupt und ich hoffe, die Komplexität leidet nicht zu sehr, unter der Fuchtel der Zugänglichkeit.

    Als ich vor zwei Monaten meinen neuen Laptop bekommen habe, hab ich den ersten Teil wieder installiert und wollte mein altes Save weiterspielen.
    Es war aber unmöglich wieder alle Mods zusammenzubringen und ausser einem winzigen Satelliten, hatte ich nichts mehr.
    Ich hatte etliche Schiffe und zwei riesige Raumstationen. Sogar Schiffe für den Tourismus.

    Da blutete mein Herz!
    Umso glücklicher war ich über den baldigen Release, der Early Access Version.
     
    areaS-4 und Blutschinken gefällt das.
  37. Blutschinken GSPB Querleser ™

    Blutschinken
    Registriert seit:
    9. Juni 2005
    Beiträge:
    10.378
    Mein RIG:
    CPU:
    1× ARM1176JZF-S @ 1 GHz
    Grafikkarte:
    Broadcom VideoCore IV, shared memory
    Motherboard:
    Broadcom BCM2835 (Raspberry Pi Zero W)
    RAM:
    512 MB Micron LPDDR2 PoP
    Laufwerke:
    4 GB Toshiba MicroSDHC (Class 10) aus New 3DS XL
    Soundkarte:
    On Chip
    Gehäuse:
    iUniker transparente Schutzhülle
    Maus und Tastatur:
    Tastatur: Cherry G80-3000LQCDE-0
    keine Maus (kein GUI)
    Betriebssystem:
    DietPi (RPi ARMv6 Bullseye)
    Monitor:
    No Name CRT TV (13", PAL, Schwarz-Weiß, Composite via Pinout)
    Gibt nun übrigens Systemanforderungen für den KSP2 Early Access:
    https://store.privatedivision.com/de/game/kerbal-space-program-2#systemanforderungen

    MINDESTANFORDERUNGEN (1080p, niedrige Einstellungen)
    Betriebssystem: Windows 10 64-bit
    Prozessor: Intel Core i5 6400 @ 2.7 GHz or AMD Athlon X4 845 @ 3.5 GHz
    Arbeitsspeicher: 12 GB
    Grafikkarte: nVidia RTX 2060 w/ 6GB VRAM or nVidia GTX 1070 Ti or AMD Radeon 5600XT w/ 6GB VRAM
    Festplattenspeicher: 45GB

    EMPFOHLENE ANFORDERUNGEN (1440p, hohe Einstellungen)
    Betriebssystem: Windows 10 64-bit
    Prozessor: Intel i5-11500 @ 2.7GHz or AMD Ryzen 5 3600 6-Core @ 3.6GHz
    Arbeitsspeicher: 16 GB
    Grafikkarte: nVidia GeForce RTX 3080 or AMD Radeon RX 6800 XT
    Festplattenspeicher: 60GB

    Schon ziemlich sportlich. Ich hab mir gerade erst einen neuen Rechner für über 1000€ geholt und liege trotzdem bei der Grafikkarte deutlich unter den empfohlenen Einstellungen.
     
    JabberwockyNRW gefällt das.
  38. Mech_Donald

    Mech_Donald
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    9.665
    Das war mir aber klar. Early Access und dann noch so ein Simulationsmonster. Ich wette, dass es trotz empfohlener Konfiguration immer noch heftige Performanceprobleme geben wird.
     
  39. Software-Pirat

    Software-Pirat
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    9. Januar 2018
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    917
    Tja, ich denke mal, mein Rechner wird das auch nicht packen, schade. Aber was solls. Ich hab noch nicht alles im Kerbol-System erkundet.
     
  40. JabberwockyNRW

    JabberwockyNRW
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    17. Februar 2023
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    248
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    Herten
    Ich muss sagen, bis auf Grafikkarte und Festplattenspeicher, finde ich das eigentlich recht human.

    Und beim Festplattenspeicher bin ich eher verwundert, wie gross das Spiel scheinbar wird.
    60GB sind schon eine Hausnummer.
     
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